Maybe pursuing Pelys into the Pit of Ill Omen wasn't such a good idea.
Now you don't have a boat, Babik is gone, and you're stuck with some creepy
guy on an island. At least the weather is nice. You should go explore a
bit.

Island of KnivesAccording to whatever information you can get out of Davel Grom, Pelys
seems to be running some sort of slave business across several realms,
including the Pit of Ill Omen. The town close by, Water's Edge, is now
deserted as a result, and Davel here is just hiding out. He also tells
you that if you can bring him an artifact known as the Horn of Ill Omen,
he can help warp you to wherever you need to go. Some guy called Lazlo
may know more about where it's located, so you should find him. (This is
the "Find Lazlo" objective.)

There is a path connecting Davel's hideout with Water's Edge, but it's
covered in shallow water, so you'll have to walk into the ocean a bit to
find it. Davel believes Pelys is using some portals to get around the islands,
so you should check out the town to find these portals. (This is the "Explore
the Island" objective.)

Water's EdgeYou can find a Save Stone and a Portal Stone in the middle of Water's
Edge. As Davel said, the entire place is void of people. There won't be
a shopkeeper until later, so if you have too much to carry, just leave
them near the Save Stone. Feel free to explore the island for breakable
barrels and other items. You can even walk up into the neat little watchtowers.
There is also an islet that can be reached via a lengthy wooden pier. The
chests here take the form of large sea shells. And don't ask why you can
find weapons and other heavy items inside of them. When you're ready, go
into the cave at the center of Water's Edge.

Tropical Cave - Water's Edge to Hidden ShoresGo through this cave like any other dungeon. The trident-wielding troglodytes
only have melee attacks and aren't anything you can't handle. Also search
every corner for chests.

At one end of this cave, you'll enter a large room where some beaten-up
prisoner tells you to look out. Several slavers carrying large, dull swords
will ambush you. A single slaver is easy to beat, but if several of them
surround you at once, they can quickly ass-rape you.

After slaughtering all the slavers, the prisoner will introduce himself
as Rondo Blackwright, a shopkeeper. He doesn't know about the Horn of Ill
Omen anymore than you do, so you should find his brother, Lazlo Blackwright,
for more information. By freeing Rondo, you also have a shopkeeper to sell
your unused items to. His store is located near the Save Stone back at
Water's Edge.

In the same room with the slaver ambush, there's a broken Portal Stone.
Unlike the regular ones you've been using so far, this portal will automatically
warp you to a predetermined area as soon as you near it.

Hidden ShoresThinking the broken Portal Stone back in the cave would scatter your
body parts across different continents and eras? Well, luckily for you,
you only wind up in the middle of an island. Follow the path between the
vegetation, killing any troglodytes who get in your way. Somewhere along
the road you will find a flooded cave. You can't explore it now, unless
you want to emerge with bloated lungs, but remember where it is because
you'll need to return to it later.

Continue onwards and get out to the beach. You will need to take some
of the narrow paths between the sand and the trees to go on. Sunbathing
on a rock at one part of the beaches is Kerriel, a mermaid. She asks you
to help find a conch shell for her. (This is the "Find a Conch Shell" objective.)
You wonder that conch shells would be pretty damn common at a place like
this, but there are none here. There is, however, a Portal Stone deeper
into the middle of this island.

Fight through more enemies to get to the cave entrance at the island
center. You will find a giant miniboss, who has some powerful melee attacks.
He is pretty slow, though, so you can lure him out to a spot with a large
rock and then run circles around the rock. While he follows you like a
moron, you can hit him with ranged weapons. (If you're playing with friends,
they can even stay to the sides and blast the giant while he chases you
around the rock.) After killing him and taking the equipment he drops,
go into the cave.

Tropical Cave - Hidden Shores to Western IslandThis cave is similar to the other one, but now there are large bugs
in addition to the usual troglodytes. None of them here are tough to kill.
Remember to look for chests, and get to the exit at the other end of this
cave.

Western IslandIt turns out Babik Nurn didn't die in the storm after all. He's inside
a cage you'll come across shortly after emerging on this island, with a
Portal Stone not far away. Because he's a wussy, Babik won't come out until
you waste all the slavers on this island. Better start looking for those
slavers.

There are roughly 60 slavers scattered across the entire island, including
those inside the two deadend caves. (A counter at the top of the screen
will tell you how many are left.) If you have trouble locating the caves,
check your map for the gray markers. The slavers consist of both fighters
and magic users who can cast some disease spells. They also have several
troglodyte buddies, but these troglodytes do not count as slavers you absolutely
need to kill. As you search the island for the slavers, don't forget to
look for chests and breakable wooden objects. If you check the sides of
the beaches, you might even find a secret alcove that contains lots of
chests.

Once all the slavers are dead, return to Babik in his cage. He'll give
you a cell key, and then he'll return to Water's Edge. Use the Portal Stone
nearby and follow him.

Water's Edge RevisitedAfter being freed, Babik will head over to the islet that can be reached
by crossing the lengthy pier. Talk to him there, and he'll give you a conch
shell that he has scooped up from the sand. While he enjoys his little
vacation, you should bring the conch shell to Kerriel at the Hidden Shores.
You can use the Portal Stone to get there quickly.

Hidden Shores RevisitedMake like a good boy and hand the conch shell over to Kerriel, the
mermaid lying on a rock at the beaches. She'll give you a sea blessing,
which lets you breathe underwater. This, of course, will let you enter
the flooded cave that's also located on this island.

Sea CaveSeeing how this area is flooded, you and all the skeletons will be
forced to move slowly. On the bright side, this does give you an edge over
melee combat, when you can see enemy attacks coming. Some enemy archers
can shoot multiple arrows at a time, so prepare to block or dodge them.
You can find a broken Portal Stone at the end of this cave. Touch it.

Ashen PlainThanks to the broken Portal Stone, you're out of the wet and dark Sea
Cave and in a dry and bright desert. The sand sure looks clean, eh? The
Ashen Plain resembles a rectangular patch of desert surrounded by canyon
walls.

The enemy cultists here look like Tusken Raider rejects, and they come
in the usual fighter and magic user varieties. The cultist wizards are
especially dangerous in groups, because they can revive one another while
casting down fire storms. (If you can burn up or shatter a bad guy with
elemental magic or properly enhanced weapons, enemy wizards will not be
able to revive that bad guy.) Try to kill these magic users first, using
ranged weapons if necessary. There are also scorpions roaming the place
who can inflict poisonous damage.

At the middle of the desert, there is an entrance to an underground
temple that's locked shut. You can't do anything about it now, so continue
across the desert to find a broken Portal Stone. This Portal Stone isn't
activated yet, so go past it into a narrow road that leads on to another
temple. This temple is open, so enter it. Along the way, break jars for
extra items.

Mormaz's TempleMore killer cultists are waiting inside this temple. Again, try to
kill the wizards first, so they can't revive their dead buddies and cast
poison and disease spells to make your life hell. (If you can burn up or
shatter a bad guy with elemental magic or properly enhanced weapons, enemy
wizards will not be able to revive that bad guy.) Search the side paths
and the large pools for chests and breakable jars.

At the other end of the temple, you'll meet King Mormaz. Before he'll
help you find the Horn of Ill Omen, you must lift his curse by extinguishing
these special braziers inside the Sealed Temple back outside at the desert.
(This is the "Extinguish the Braziers" objective.)

The entrance into the Sealed Temple is locked, so you're gonna have
to find another way in. Head to the broken Portal Stone in front of the
entrance to Mormaz's Temple. As you can clearly see, it's activated now.

The Grass SeaThe broken Portal Stone at the Ashen Plain didn't warp you directly
into the Sealed Temple, but you're getting closer. Fight through the grassy
field and kill any fire beetles and giants who get in your way. The giants
wield clubs or chains, but they have no ranged attacks. With all the room
you have here, you can easily stay away while hitting them with projectiles
if you don't feel like charging up close.

The exit to this area is another broken Portal Stone. It's located on
a high strip of land, so you'll need to find some stairs to get up there.
Along the way, smash any barrels you come across for extra items.

Sealed TempleWhoops - looks like you've barged in without an invitation. Oh well
- it's time to kill more cultists. As before, watch out for the wizards,
who can wield fire and ice spells and revive their dead pals.

There are twenty or so Braziers of Hate you need to extinguish. (A counter
at the top of the screen will tell you how many are left.) They have bright
orange fires in them (as opposed to the greenish blue flames in the regular
braziers), and you can extinguish them with the Action Button. You'll need
to look through all the rooms and side paths to find every single one.

When you blow out the last Brazier of Hate, the gate leading to the
main entrance will be unlocked. You should get out now and return to King
Mormaz. Beware of new scorpions who will appear at the desert.

Mormaz's Temple RevisitedImpressed by what you've done, King Mormaz will let you use the portal
behind where he's standing to get one step closer to the Horn of Ill Omen.
The problem is, King Mormaz has this funny honor thing that forces you
to do things the hard way.

Boss: King MormazThis undead ruler, besides packing decent melee attacks, can also cast
magical storms as well as summon undead allies. Maneuver around his projectiles
and minions and focus on attacking him. King Mormaz is not that dangerous
at close quarters, but he can teleport, forcing you to run up to him again
if you want to use melee attacks instead of ranged attacks.

Once you respectfully but violently kick King Mormaz's ass, the door
leading to the portal will open. Go through it.

Tower of CloudsThe places that make up the Pit of Ill Omen just get weirder and weirder.
At least you know you can expect to find enemies waiting around almost
every corner. The slavers you fight here include more magic users and some
archers who can fire multiple arrows. You can block arrows, but not necessarily
magical blasts. What you really need to look out for here, though, are
the cloud giants. These hulks can breathe out streams of ice and can perform
ground pound attacks that damage you if you are close enough. You can block
these ground pounds, but you're probably better off staying away and using
ranged attacks to weaken the giants first.

Look for items as you work your way across this area. The chests here
take the form of squat stone pillars with a removable square top. There
is also a normal Portal Stone halfway through this area. Eventually you
will find a Save Stone and a large platform where the Cloud Giant King
waits. He has nothing against you, but his lousy deal with Pelys forces
him to fight you to the death. Aw, can't we all just get along?

Boss: Cloud Giant KingThe cloud giant king can use several types of attacks. Up close, he
can club you over the head for tons of damage. Far away, he can toss short
lightning bolts at you like javelins, or he can cast forth energy beams
that can hit you as well as your friends (if you're playing with any).
The giant king's ranged attacks have a limited effective range, though,
so if you keep enough distance between him and yourself, he won't be able
to hit you at all. Given the size of this platform, you should have no
trouble weakening him with ranged attacks. Plus, you can retreat to the
previous "room" here that has the Save Stone, in case you need a break
from the action.

When the cloud giant king's ass is pointing up towards the sky, you
are free to go to the cage-like gate at the other side of the platform.
There, you will meet Lazlo Blackwright, the shopkeeper's brother who's
been tortured insane by the slavers. You can follow him to reach the Portal
Stone that will lead you closer to the Horn of Ill Omen, but you can also
explore the other paths first to find extra enemies and items.

The Frozen SeaLazlo has brought you to this chilly place so you can assemble a raft
that will take you to the part of the ocean where he has dumped the Horn
of Ill Omen. Thanks a lot, Lazlo. (This is the "Make a Raft" objective.)

There are five parts or so, and Lazlo has hidden them near the shipwrecks
during his slave days. Each part lies beside a different ship on the bare
ice. (A counter at the top of the screen will tell you how many are left.)
You can just walk up to them and grab them, but you'll need to fight past
some polar monsters first. Some of them are magic users, and they can cast
plenty of ice spells. Fire attacks work well against the enemies here.

Once you have all the parts, return to where Lazlo is waiting. He'll
warn you about something that has gotten hold of the Horn at the ocean
bottom (i.e. a boss), and then he'll return to Water's Edge. Continue down
the path he has previously blocked.

BronzeholtYou now wind up on some floes, where the docks provide a great place
for you to set out on your raft. Don't forget to look around for chests
while wasting any monsters who get in your way. Fire attacks work well
against the enemies here. Once you reach the docks, you can launch the
raft with the Action Button.

The DepthsKerriel's sea blessing has saved your ass a second time. As with the
flooded cave, this underwater area forces you to move about slowly. Waste
any skeletons who get in your way, but watch out for enemy archers who
can shoot multiple arrows or even explosive arrows. As any veteran ranger
will gleefully tell you, explosive arrows can't be blocked, so you may
want to stay away from walls and prepare to some side-stepping. Search
the place for chests, and look for stairs that can take you between the
upper and lower levels. You need to enter the cave where the Horn of Ill
Omen is. Check your map for a gray marker if you have trouble finding it.

Ocean CavesAgain, expect more slow motion fighting, skeletons who don't like visitors,
and a few chests lying here and there. Go through all the paths and find
a Save Stone with a large room nearby. The creature that Lazlo has mentioned
about resides there, and it has what you're looking for. Go kick its ass.

Boss: ManowarnThis massive crustacean has powerful claws, but it lacks ranged attacks
of any sort. If you stand behind the narrow opening to the Manowarn's lair,
you can safely shoot at it, and its large size will prevent it from fitting
through the opening to get at you. If you decide to fight the Manowarn
up close, stay near the opening anyway, so you can at least retreat to
safety as soon as you need to.

After you turn the Manowarn into spoiled seafood, grab the Horn of Ill
Omen and anything else it drops. Use the Portal Stone nearby to return
to Water's Edge.

Island of Knives RevisitedYou had to travel from the ocean bottom to the sky and from dry deserts
to arctic regions, but you've finally gotten your blood-soaked hands on
the Horn of Ill Omen. What's so good about it anyway? You'd better bring
it back to Davel and find out. As you recall, Davel's hideout can be reached
from Water's Edge by taking the path that is covered in shallow water.

Do not talk with Davel until you are ready to leave. You cannot return
to the Pit of Ill Omen once you do, so you should pick up any desired items
you have left behind now.